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		[page:Object3D] &rarr;

		<h1>[name]</h1>

		<div class="desc">
			Abstract base class for cameras. This class should always be inherited when you build a new camera.
		</div>


		<h2>Constructor</h2>


		<h3>[name]()</h3>
		<div>
			Creates a new [name]. Note that this class is not intended to be called directly;
			you probably want a [page:PerspectiveCamera] or [page:OrthographicCamera] instead.
		</div>


		<h2>Properties</h2>
		<div>See the base [page:Object3D] class for common properties.</div>

		<h3>[property:Boolean isCamera]</h3>
		<div>
			Used to check whether this or derived classes are cameras. Default is *true*.<br /><br />

			You should not change this, as it used internally by the renderer for optimisation.
		</div>

		<h3>[property:Layers layers]</h3>
		<div>
		The [page:Layers layers] that the camera is a member of. This is an inherited
		property from [page:Object3D].<br /><br />

		Objects must share at least one layer with the camera to be seen
		when the camera's viewpoint is rendered.
		</div>

		<h3>[property:Matrix4 matrixWorldInverse]</h3>
		<div>
			This is the inverse of matrixWorld. MatrixWorld contains the Matrix which has
			the world transform of the Camera.
		</div>

		<h3>[property:Matrix4 projectionMatrix]</h3>
		<div>This is the matrix which contains the projection.</div>


		<h2>Methods</h2>
		<div>See the base [page:Object3D] class for common methods.</div>

		<h3>[method:Camera clone]( )</h3>
		<div>
			Return a new camera with the same properties as this one.
		</div>

		<h3>[method:Camera copy]( [page:Camera source] )</h3>
		<div>
		Copy the properties from the source camera into this one.
		</div>

		<h3>[method:Vector3 getWorldDirection]( [page:Vector3 optionalTarget] )</h3>
		<div>
		Returns a vector representing the direction in which the camera is looking,
		in world space. If the [page:Vector3 optionalTarget] is set, returns a vector representing the direction
		from the camera's position to the [page:Vector3 optionalTarget].
		</div>

		<h3>[method:null lookAt]( [page:Vector3 target] )</h3>
		<div>
		target — position in 3D space for the camera to point towards<br /><br />

		This makes the camera look at the vector position in the global space as long as
		the parent of this camera is the scene or at position (0,0,0).
		</div>

		<h2>Source</h2>

		[link:https://github.com/mrdoob/three.js/blob/master/src/[path].js src/[path].js]
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